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The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« Last post by StevenO on May 07, 2025, 06:00:17 pm »
Assuming he hasn't got something here already copy/paste from "RC-1136 Darman" from Reddit:  If I got signed up for an account I’d say the Hole and Geothermal Vents but I do really like the inscription too.

My choices will  be the Geothermal Vents and the Sith Inscription by Cody that I copy pasted.  I like the idea of "the Hole" but I wonder if it feels like a "hazard" as opposed to some kind of punishment; falling into a hole seems like a hazard but just being in a hole seems like some kind of ongoing thing.


If looking for ambitious ideas I might go for FUCG style writeups for organizations.
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The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« Last post by sienn_sconn on May 07, 2025, 03:57:14 pm »
I messed up in an earlier post by not completing my thought.  I was casting my second vote for lil_literalist's geothermal vents.  I believe that will make a difference in determining the winner of this contest.
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The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« Last post by chellewalker on May 07, 2025, 02:05:33 pm »
I'm going to give my votes to the Haunted Ruins by sienn_sconn, and the Geothermal Vents of lil_literalist. The former is a really fun atmospheric effect to add mechanics for any kind of place strong in the Force, while the later is a pretty grounded hazard that I can actually see myself throwing into a random encounter.

I want to give a special mention to the Cursed Sith Inscription by CC-2224 "Cody" since it's conceptionally neat, but I feel like the effects are a bit too strong. Keeping a Force Power and Force Technique is crazy strong, with the only drawback being a single extra Dark Side Point and the fact said power is [Dark Side]; if I were to offer a suggestion, I would say that instead of an extra Dark Side Point, the target is unable to reduce their Dark Side Score for as long as they retain the Force Power/Technique. And while it's a lesser thing, I think a better criteria for it triggering is someone trying to read the inscriptions, with a penalty to Will Defense if they understand the Sith language.

As for the next contest, I'm going to make the same suggestion as last time of "Cults and Conspiracies".
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The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« Last post by sienn_sconn on May 07, 2025, 02:53:24 am »
One vote for the training remotes by mobiouszero and the geothermal vents by lil_literalist.

If we have done a Rebellion flavored contest, it's been quite a while. That would be my vote for Rebel Alliance characters.


Edit:  Looks like something I was voting for got cut off.  Fixing now.
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The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« Last post by lil_literalist on May 05, 2025, 01:24:36 am »
I'm going with the Cursed Sith Inscriptions. It seems a bit like my own, but it's simple and easy to use, and seems like it matches the CL well. Plus, it would be easy to incorporate the runes into your game.

The second one is The Hole. Because I find that just telling a player that their character has been confined may not really settle in, with the player sitting cozily in their chair. "I wait it out." It's easy for them to say that. But actually putting some mechanics behind this to actually test how their characters would fare seems like a good idea.

My proposal for the next contest is navy personnel. Crew, pilots, commanders, support staff, etc.
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The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« Last post by Jayjaxx on May 04, 2025, 11:28:44 am »
I'm gonna vote for the Cursed Sith Inscriptions.

As for next, I'd like to challenge people to use the 'rarer' prestige classes (although what exactly counts as rare I'd leave to the creator).
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The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« Last post by chellewalker on May 01, 2025, 04:54:52 pm »
Meant to close this yesterday, but forgot before going to work. Anyway, we've got a whole lot of entries to choose from, so voting is now open! Remember: you can vote for any two builds (other than your own) as well as offer a suggestion for the theme of the next build contest. Voting lasts until the 7th of May, when I'll tally the results.
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The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« Last post by lil_literalist on April 28, 2025, 02:44:21 am »
Here's my second entry. This one is a little weirder, but I thought... why not? It's something that can be great for GMs who want to explore the more mystical side of the Force, in an ancient temple or ruin which a Force sensitive culture once existed. Droids are immune due to the mind-affecting tag, as are Force Disciples (though you could probably remove the tag if you wanted). This hazard can also be used to give plot information, making it something which a party may even wish to brave. If you wanted to be dastardly, you could put a combat encounter in a place where this hazard is located, since the condition track movement is persistent.

Memory Crystal Psychic Imprint (CL 7)
Ancient Force-sensitive memory crystals embedded in structures leak psychic imprints. Creatures entering the area experience vivid flashbacks from past events or emotions imprinted in the crystals. Non-Force sensitives experience confusion and disorientation, while Force sensitive individuals may gain insights from the past, at the risk of becoming lost in the memories.

Keywords: Area, Contact, Mind-Affecting
Trigger: A character enters an area containing Force-sensitive memory crystals or directly touches such crystals.
Attack: +9 vs Will Defense
Damage: 1d6 (-2 persistent step on the Condition Track)
Recurrence: Each minute spent in the affected area. Direct contact with a crystal results in an immediate hazard attack.
Suggested Skills:
  • Endurance (DC 30): A character forces their way through the disorienting effects, gaining a +2 circumstance bonus to Will Defense to avoid the hazard.
  • Knowledge (Galactic Lore) (DC 27): A character is able to recognize the nature of the memory crystals and is able to understand how to shield their mind against such memories, gaining a +2 circumstance bonus to Will Defense to avoid the hazard.
  • Perception (DC 17): A character is notice the subtle glow of the memory crystals before entering the area.
  • Use the Force (DC 22): A Force-sensitive character can attempt to control the flow of memories rather than being overwhelmed by them, potentially gaining useful information from the imprints. A successful hazard attack only moves the character -1 on the condition track.
Special:
  • Force-sensitive characters suffer a -5 penalty to Will Defense against this hazard, due to their heightened connection to the Force.
  • On a successful Use the Force check, Force users may gain temporary insights related to the imprinted memories, potentially receiving visions of past events relevant to their current situation.
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The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« Last post by lil_literalist on April 28, 2025, 01:38:31 am »
Here's my first entry. It's a natural fit for many planets and can be run in an incredibly cinematic way. It can be used both for characters or for vehicles, and it is appropriate both in combat or as a survival challenge which needs to be crossed. In short, it's quite versatile, and the mechanics back up a very luck-influenced hazard while still allowing counterplay. The suggested skills include some which are taken frequently, and some which are not seen as often. And while Jedi should be able to do well with Surge to boost their Jump, this does not make them immune to the hazard.

Geothermal Vents (CL 6)
A thin crust of cooled rock conceals a network of superheated fissures below the surface. At irregular intervals, jets of scalding steam or bursts of boiling mud erupt upward with a roar, capable of blistering skin and disabling equipment. The vents can lie dormant for minutes, or detonate in rapid succession, making passage through such areas a gamble.

Keywords: Area, Natural
Trigger: When a creature, droid, or vehicle enters or begins its turn in an area of geothermal activity, roll a 1d6. On a 5 or 6, the hazard triggers as a vent erupts.
Attack: +8 vs Reflex Defense
Damage: 2d12 (half damage on miss)
Recurrence: Each round at the start of the target's turn, until the creature, droid, or vehicle leaves the area
Suggested Skills:
  • Jump (DC 22): A character attempts to leap out of the way of an eruption, taking half damage if the hazard hits the character and one quarter damage if it misses.
  • Knowledge (Physical Sciences) (DC 17): A character is able to determine the exact extents of the geothermal activity.
  • Perception (DC 27): A character is able to spot telltale signs of an active vent before it erupts, gaining a +2 circumstance bonus to Reflex Defense to avoid the hazard.
  • Pilot (DC 27): A vehicle may attempt to maneuver away from an active vent, gaining a +5 circumstance bonus to Reflex Defense to avoid the hazard.
  • Survival (DC 22): A character is able to read a certain pattern in the network of geothermal vents. When the d6 for the trigger is rolled, a vent only erupts on a result of 6, and not on a result of 5.
Special: If the hazard's attack exceeds the target's Reflex Defense by 5 or more, the target is tossed 1d3 squares in a random direction.
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The Arena / Re: Saga Edition Revived Build Contest #3: Hazards
« Last post by sienn_sconn on April 19, 2025, 06:42:55 pm »
Sith ruins dot the lands of many worlds, a reminder of the times when dark empires led by warrior-wizards ruled the galaxy.  Many of these decrepit palaces and tombs still house the fortunes of those long dead sorcerers, but the distance to those worlds combined with the secrecy of the Sith means that many of these architectural wonders will never be explored.   For those foolish fortune-seekers and archaeologists who do stumble upon them, many of them wish they had left well enough alone, for the stones themselves seem to scream with the insanity of the damned and the desolate, and those that become unnerved enough flee into the twisted maze of buildings never to be seen again.


Haunted Ruins

Statistics (CL 10)

Keywords: Artificial, Energy, Sonic

Trigger: A character enters a set of haunted ruins

Attack: +12 vs Fortitude Defense

Damage: 3d10 sonic (half damage on a miss)

Recurrence: Hourly, as long as the target remains in the haunted ruins

Suggested Skills: The following are suggested Skills for this Hazard:

•   Endurance (DC 24): The character attempts to shake off the worst effects of the ancient Sith whisperings, gaining a +5 circumstance bonus.
•   Knowledge (galactic lore) (DC 29):  The character recalls the details of ancient Sith sorceries that still protect the buildings they created.
•   Perception (DC 24): The character keeps watch for unusual apparitions or other illusions that could be more than they seem, gaining a +2 circumstance bonus to their Fortitude Defense.
•   Use the Force (DC 19): Characters can surround themselves with the peaceful energy of the light side of the Force, bolstering them against encroaching darkness for a +2 circumstance bonus to their Fortitude Defense.

Special: Characters who move down one or more steps on the Condition Track as a result of taking damage from this hazard suffer another attack by the haunted ruins (+12 vs Will Defense).  If this second attack succeeds, the character is treated as though the next closest creature had used the Terror aspect of the Mind Trick power on the character (this effect is not negated even if the character’s level is higher than the level of the next closest creature).


I do like what I have created for the Haunted Ruins, but if anyone has suggestions for improving it, please fire away.
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